Martian Minion I Medium Aberration
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 Natural), touch 10, flat-footed 13
Base Attack/Grapple: +0/+1
Attack: Slam +1 melee (1d3+1) or Raypistol +0 ranged (3d6)
Full Attack: 2 Slams +1 melee (1d3+1) or Raypistol +0 ranged (3d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Desiccation Resistance
Saves: Fort +3, Ref +0, Will +1
Abilities: Str 12, Dex 10, Con 12, Int 6, Wis 8, Cha 8
Skills: Listen +1, Spot +1
Feats: Great Fortitude
Environment: Any
Organization: Solitary, Squad (2-6), Oops (20-50)
Challenge Rating: 1/2
Treasure: None, unless assigned to guard some
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---
Desiccation Resistance (Ex): Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.
Combat: The cheapest Minions usually rely on whatever they're armed with (typically a Maritan Raypistol). They are not particularly bright.
Martian Minion II Medium Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d3+2) or Raypistol +1 ranged (3d6)
Full Attack: 2 Slams +3 melee (1d3+2) or Raypistol +1 ranged (3d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Desiccation Resistance
Saves: Fort +4, Ref +0, Will +3
Abilities: Str 15, Dex 10, Con 15, Int 6, Wis 10, Cha 10
Skills: Listen +2, Spot +3
Feats: Great Fortitude
Environment: Any
Organization: Solitary, Squad (2-6), Oops (20-50)
Challenge Rating: 1
Treasure: None, unless assigned to guard some
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---
Desiccation Resistance (Ex): Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.
Combat: Slightly stronger (and more aware) than the cheapest model, Level II Minions try their best to mix it up or use the Raypistol for intimidation.
Martian Minion III Medium Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Slam +6 melee (1d3+4) or Raypistol +3 ranged (3d6)
Full Attack: 2 Slams +6 melee (1d3+4) or Raypistol +3 ranged (3d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Desiccation Resistance
Saves: Fort +5, Ref +1, Will +3
Abilities: Str 18, Dex 10, Con 15, Int 8, Wis 10, Cha 10
Skills: Listen +3, Spot +3
Feats: Great Fortitude, Weapon Focus (Raypistol)
Environment: Any
Organization: Solitary, Squad (2-6), Oops (20-50)
Challenge Rating: 2
Treasure: None, unless assigned to guard some
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---
Desiccation Resistance (Ex): Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.
Combat: Level III Minions are commonly used as hired muscle. They still aren't horribly accurate with their guns.
Martian Minion IV Large Aberration
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+13
Attack: Slam +8 melee (1d4+6) or Rayrifle +3 ranged (6d8)
Full Attack: 2 Slams +8 melee (1d4+6) and 1 Beak +3 melee (1d6+3) or Rayrifle +3 ranged (6d8)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Desiccation Resistance
Saves: Fort +5, Ref +1, Will +4
Abilities: Str 22, Dex 10, Con 15, Int 8, Wis 10, Cha 10
Skills: Listen +4, Spot +4
Feats: Great Fortitude, Weapon Focus (Rayrifle)
Environment: Any
Organization: Solitary, Squad (2-6), Oops (20-50)
Challenge Rating: 3
Treasure: None, unless assigned to guard some
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---
Desiccation Resistance (Ex): Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.
Combat: Level IV Minions are as big as an Ogre, and trade their pistol in for a rifle. They also make more use of their beak in combat.
Martian Minion V Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (1d4+7) or Rayrifle +7 ranged (6d8)
Full Attack: 2 Slams +12 melee (1d4+7) and 1 Beak +7 melee (1d6+3) or Rayrifle +7 ranged (6d8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab
Special Qualities: Darkvision 60 ft., Desiccation Resistance
Saves: Fort +7, Ref +2, Will +6
Abilities: Str 24, Dex 10, Con 16, Int 8, Wis 10, Cha 10
Skills: Listen +5, Spot +6
Feats: Great Fortitude, Power Attack, Weapon Focus (Rayrifle)
Environment: Any
Organization: Solitary, Squad (2-6), Oops (20-50)
Challenge Rating: 5
Treasure: None, unless assigned to guard some
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---
Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Desiccation Resistance (Ex): Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.
Combat: Level V Minions tend to be better grapplers than Level IV, and are a bit stronger.
Martian Minion VI Large Aberration
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (1d4+7) or Rayrifle +7 ranged (6d8)
Full Attack: 2 Slams +12 melee (1d4+7) and 1 Beak +7 melee (1d6+3) or Rayrifle +7 ranged (6d8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Stunning Blow
Special Qualities: Darkvision 60 ft., Desiccation Resistance
Saves: Fort +8, Ref +3, Will +6
Abilities: Str 24, Dex 10, Con 17, Int 8, Wis 10, Cha 10
Skills: Listen +6, Spot +6
Feats: Great Fortitude, Point Blank Shot, Power Attack, Weapon Focus (Rayrifle)
Environment: Any
Organization: Solitary, Squad (2-6), Oops (20-50)
Challenge Rating: 6
Treasure: None, unless assigned to guard some
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---
Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 21 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).
Desiccation Resistance (Ex): Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.
Combat: Level VI Minions have more hand to hand combat training, and can occasionally get a knockout punch.
Martian Minion VII Huge Aberration
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+27
Attack: Slam +17 melee (1d6+10) or Raycannon +10 ranged (12d10)
Full Attack: 2 Slams +17 melee (1d6+10) and 1 Beak +12 melee (1d8+5) or Raycannon +10 ranged (12d10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Stunning Blow
Special Qualities: Darkvision 60 ft., Desiccation Resistance
Saves: Fort +11, Ref +4, Will +8
Abilities: Str 30, Dex 10, Con 21, Int 8, Wis 10, Cha 10
Skills: Climb +12, Jump +11, Listen +6, Spot +6
Feats: Cleave, Great Fortitude, Point Blank Shot, Power Attack, Weapon Focus (Raycannon)
Environment: Any
Organization: Solitary, Squad (2-6), Oops (20-50)
Challenge Rating: 7
Treasure: None, unless assigned to guard some
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---
Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 26 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).
Desiccation Resistance (Ex): Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.
Combat: Level VII receive an upgrade to their ray weapon, and stand as tall as one of the larger Giants.
Martian Minion VIII Huge Aberration
Hit Dice: 16d8+80 (152 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +12/+30
Attack: Slam +20 melee (1d6+10) or Raycannon +13 ranged (12d10)
Full Attack: 2 Slams +20 melee (1d6+10) and 1 Beak +18 melee (1d8+5) or Raycannon +13 ranged (12d10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Stunning Blow
Special Qualities: Darkvision 60 ft., Desiccation Resistance, Energy Resistance 10 (Fire and Cold)
Saves: Fort +12, Ref +5, Will +10
Abilities: Str 30, Dex 10, Con 21, Int 8, Wis 10, Cha 10
Skills: Climb +12, Jump +11, Listen +6, Search +3, Spot +6
Feats: Cleave, Great Fortitude, Multiattack, Point Blank Shot, Power Attack, Weapon Focus (Raycannon)
Environment: Any
Organization: Solitary, Squad (2-6), Oops (20-50)
Challenge Rating: 9
Treasure: None, unless assigned to guard some
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---
Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 28 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).
Desiccation Resistance (Ex): Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.
Combat: Level VIII Minions have a measure of resistance to extremes of temperature.
Martian Minion IX Gargantuan Aberration
Hit Dice: 24d8+168 (276 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 20 (-4 Size, +14 Natural), touch 6, flat-footed 20
Base Attack/Grapple: +18/+42
Attack: Slam +26 melee (1d8+10) or Disintegrator +19 ranged (disintegration)
Full Attack: 2 Slams +26 melee (1d8+10) and 1 Beak +26 melee (2d6+5) or Disintegrator +19 ranged (disintegration)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Stunning Blow
Special Qualities: Darkvision 60 ft., Desiccation Resistance, Energy Resistance 10 (Fire, Cold and Sonic)
Saves: Fort +21, Ref +8, Will +14
Abilities: Str 34, Dex 10, Con 24, Int 8, Wis 10, Cha 10
Skills: Climb +12, Intimidate +8, Jump +14, Listen +6, Search +3, Spot +6
Feats: Cleave, Great Cleave, Great Fortitude, Improved Multiattack, Multiattack, Point Blank Shot, Power Attack, Weapon Focus (Disintegrator) Epic Feats: Epic Fortitude
Environment: Any
Organization: Solitary, Squad (2-6), Oops (20-50)
Challenge Rating: 11
Treasure: None, unless assigned to guard some
Alignment: Usually Neutral
Advancement: ---
Level Adjustment: ---
Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 34 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).
Desiccation Resistance (Ex): Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.
Combat: Level IX Minions receive yet another size upgrade, and now carry a Disintegrator.
Martian Minion Pills I Price (Item Level): 100 GP
Body Slot: - (Carried)
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: Standard (Manipulation)
Weight: -
Drop one of these pills in water and you have an instant evil minion to do your bidding for 1 hour! Other than duration this works like any of the various summon monster spells. However it summons a standard Evil Minion (stats forthcoming). There are enhanced versions that allow for permanent servitors or ones with different abilities, but they are fairly rare and a well guarded secret. A bottle has 50 pills. Appearance varies with the manufacturer, but commonly they are pear-shaped, anthropomorphic avians. They have two toed feet, thin purple legs, and a ruff of purple feathers at the bottom of a long neck. They are otherwise light green other than a purple antennae, and a long, yellow, vulture like beak.
Prerequisites: Craft Wondrous Item, Summon Monster I
Cost to Create: 50 GP, 1 day, 2 XP
Martian Minion Pills II Price (Item Level): 600 GP
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Standard (Manipulation)
Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster II
Cost to Create: 300 GP, 1 day, 12 XP
Martian Minion Pills III Price (Item Level): 1500 GP
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC:18) Conjuration
Activation: Standard (Manipulation)
Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster III
Cost to Create: 750 GP, 1 day, 30 XP
Martian Minion Pills IV Price (Item Level): 2800 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Conjuration
Activation: Standard (Manipulation)
Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster IV
Cost to Create: 1400 GP, 2 days, 56 XP
Martian Minion Pills V Price (Item Level): 4500 GP
Body Slot: - (Carried)
Caster Level: 9th
Aura: Moderate; (DC:20) Conjuration
Activation: Standard (Manipulation)
Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster V
Cost to Create: 2250 GP, 3 days, 90 XP
Martian Minion Pills VI Price (Item Level): 6600 GP
Body Slot: - (Carried)
Caster Level: 11th
Aura: Moderate; (DC:21) Conjuration
Activation: Standard (Manipulation)
Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster VI
Cost to Create: 3300 GP, 4 days, 132 XP
Martian Minion Pills VII Price (Item Level): 9100 GP
Body Slot: - (Carried)
Caster Level: 13th
Aura: Strong; (DC:22) Conjuration
Activation: Standard (Manipulation)
Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster VII
Cost to Create: 4450 GP, 5 days, 178 XP
Martian Minion Pills VIII Price (Item Level): 12000 GP
Body Slot: - (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Conjuration
Activation: Standard (Manipulation)
Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster VIII
Cost to Create: 6000 GP, 7 days, 240 XP
Martian Minion Pills IX Price (Item Level): 15300 GP
Body Slot: - (Carried)
Caster Level: 17th
Aura: Strong; (DC:24) Conjuration
Activation: Standard (Manipulation)
Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster IX
Cost to Create: 7650 GP, 8 days, 306 XP
Martian Minions"Crap. We have no idea where that teleport Circle goes to."
Just add water!"And we have no backup.""Er...well we do keep a bottle of Minion Pills in the cabinet if you wanna pursue the boss.""You'd let us pursue the boss without a fuss?"
"(beep) owes me 47 hours of overtime.""So what are Minion Pills?""Pre-desiccated Minion creatures kept in a jar. You add water and they return to normal. That way you only have to feed and take care of them when you need to, and put them on a shelf when you don't.""That's monstrous! Whose idea was that?"
"The boss. He's a cheapskate.""Mars is a cruel place."Not Master Strategists"So you want the Minions?""They should be freed yes."
"Okay. Fair warning, they ain't the brightest.""We are so doing an expose on this when we're done..""I'll just be robbing the accounting department if you need me.""Well, let's round up the Attorney and some Minions and head blindly into our own damnation then."